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unit-3

The document outlines the 12 principles of animation, which include concepts such as squash and stretch, anticipation, and staging, essential for creating dynamic and believable animations. It also discusses the importance of mass, weight, character acting, and the line and path of action in enhancing the realism and appeal of animated characters. Additionally, it covers techniques for animating walk cycles and the use of software like Blender for implementing these principles.

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0% found this document useful (0 votes)
4 views16 pages

unit-3

The document outlines the 12 principles of animation, which include concepts such as squash and stretch, anticipation, and staging, essential for creating dynamic and believable animations. It also discusses the importance of mass, weight, character acting, and the line and path of action in enhancing the realism and appeal of animated characters. Additionally, it covers techniques for animating walk cycles and the use of software like Blender for implementing these principles.

Uploaded by

22csd54
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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UNIT-3

PRINCIPLES OF ANIMATION
12 PRINCIPLES OF ANIMATION
1: Squash and Stretch-
Squash and stretch is the core of the animation principles. It is what gives some elasticity and flexibility to
your animation. When an object strikes the ground, the impact will be really squashed. As it bounces off the
ground, it will stretch in the opposite direction.

2. Anticipation-
Anticipation helps to prepare the audience for what’s about to happen. When put in, it has the effect of
making the object’s action more real.

3. Staging-
When animating a scene, where do you put the camera? Where does the character go? What do you have
them do? The combination of all these choices is what we call staging.
Squash and Stretch-
Anticipation
CONT…
• 4: Straight Ahead and Pose-to-Pose-
Straight ahead action is where we draw each frame of an action one after another as you go along. With
pose-to-pose, we draw the extremes – that is, the beginning and end drawings of action – then we go on to
the middle frame, and start to fill in the frames in-between.

• 5:Follow Through and Overlapping Action-


• Follow-through is the idea that certain adjunct and body parts might continue to move even after a motion
is completed.
• Overlapping action is the idea that distinct parts of a body will move at different rates. For example, when
you walk, your arms will start to move at a different speed than your head. Both overlapping action and
follow-through are ways to provide powerful motion to animation.
CONT…
6: Ease In, Ease Out-
When you start your car, you don’t get up to 120 mph right away. It takes a little while to accelerate and reach
a steady speed. In animation talk, we would call this an Ease Out.
Likewise, if you brake, you’re not going to come to a full stop right away in your car. You step on the pedal
and decelerate over a few seconds until you are at a stand-still. Animators call this an Ease In.

7: Arcs-
Arcs operate along with a curved path that adds the illusion of life to an animated object in action. Without
arcs, your animation would be boring and mechanical.

8: Secondary Action-
Secondary actions add on a second layer of realism and quality to an animation. The secondary actions are
the other appendage or objects moving along with the main action.
CONT…
9: Timing-
• When you move an object faster or slower than it would naturally move in the real
world, the effect won’t be credible. Using the right timing allows you to control the
mood and the reaction of your characters and objects.
10: Exaggeration-
• Too much reality can destroy an animation, making it appear unchanging and boring.
Rather, add some exaggeration to your characters and objects to make them more
dynamic.

11: Solid Drawing-


Solid drawing is all about creating that animated forms feel like they’re in
three-dimensional space. With Solid drawing, you can draw figures from any side, which
will help in animating your drawing.

12: Appeal –
The appeal is to an animated character as attractive is to a real-life actor. The purpose of
the appeal is to attract the audience and draw them into the story.
• Mass and weight,
• Character acting,
• Volume,
• Line of action and Path of action,
• Walk cycles animal and human,
• The use of Live Action in Animation Humans and Animals-Quick Studies from real life,
• Sequential movement drawing,
• Caricaturing the Action, Thumbnails, Motion Studies, Drawing for motion.
Mass and weight
• Mass and weight are fundamental concepts in physics that also play a crucial role in creating
believable and engaging 2D animations. These principles help animators simulate the real-world
behavior of objects, making their animations more realistic and immersive.
• Mass is a measure of the amount of matter in an object. It's a constant quantity that doesn't
change with location. In animation, mass influences how an object reacts to forces. A heavier
object will require more force to accelerate or decelerate compared to a lighter one.
• Weight is the force exerted on an object due to gravity. It depends on the object's mass and the
gravitational field strength. While mass is constant, weight can vary depending on location.
However, in most 2D animations, we assume a constant gravitational field (like on Earth).
Character acting
• Character acting in 2D animation is the art of bringing life to characters through their movements,
expressions, and overall performance. It's essential for creating engaging and relatable characters
that resonate with audiences.
• You’ll need to concoct a personality, a backstory, and a world where they fit in (or don’t fit in) and
convey all of that through their look.
• Every curve, angle, and shade needs to serve the purpose of telling the audience who this
character is.
• But apart from expressing the personality of the character, the design also has to be instantly
recognizable. Think about the most iconic characters you know of, like Mickey Mouse. Even just a
silhouette or outline would be unmistakable, and that’s exactly what you need to strive for with
every character to make sure they’re memorable to the audience.
Cont…
1. Believable acting:
2. Feel:
3. Think.
4. React.
5. Consistency
6. Personality.
7. Mood.
Line of action and Path of action
• Line of action is a guide that animators use to show the direction
and movement of the thing they are animating.
• Moves an object along a predetermine path on the screen
• The path can be straight line or have a number of curves.
• So, if we have a character moving toward a direction or
speaking to another character we imagine an imaginary line
connecting them. So, in this case the figure is moving from left
to right along this imaginary red line. So, that's the line of action,
or sometimes called the line of a camera
Paths of action
• The path of action is the trajectory of a moving object.
• Individual drawings have a line of action,
which indicates the visual flow of action in that
single drawing.

There are four types of Path of Action


Parabolic Arcs, Circular Arcs, Spiral Arcs
and Complex motion.
Walk cycles animal and human
• Key Poses
1. Contact: The foot touches the ground.
2. Down: The weight shifts onto the foot.
3. Passing: The other leg swings through.
4. Up: The foot lifts off the ground.
5. Offset : rotate x,y,z.
For animals, this involves the coordination of their limbs, body, and tail.
Example: A Dog Walk Cycle
Cont…
• Contact: The dog's front paw touches the ground.
• Down: The dog's weight shifts onto the front leg, pushing the paw into the ground.
• Passing: The hind leg passes the front leg.
• Up: The front leg lifts off the ground.
Animating bouncing ball in blender |
squash, and stretch in blender

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